points_dir = os.path.commonpath(points_paths)
        points_relpaths = [os.path.relpath(p, points_dir) for p in points_paths]
    else:
        points_relpaths = [os.path.basename(p) for p in points_paths]

    torch.manual_seed(24)
    torch.backends.cudnn.deterministic = True
    torch.backends.cudnn.benchmark = False
    np.random.seed(24)

    view_sampler = SphericalSampler(300, 'SPIRAL')
    points = view_sampler.points
    save_ply(points,'example_data/pointclouds/spiral_300.ply',normals=points)


    scene = readScene(opt.source, device="cpu")
    opt.genCamera = 300
    if opt.genCamera > 0:
        camSampler = CameraSampler(opt.genCamera, opt.camOffset, opt.camFocalLength, points=scene.cloud.localPoints,
                                   camWidth=opt.width, camHeight=opt.height, filename="example_data/pointclouds/spiral_300.ply")
        camSampler.closer = False
    with torch.no_grad():
        splatter = createSplatter(opt, scene=scene)
        #splatter.shading = 'depth'
        if opt.genCamera > 0:
            cameras = []
            for i in range(opt.genCamera):
                cam = next(camSampler)
                cameras.append(cam)

            splatter.initCameras(cameras=cameras)
Beispiel #2
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    writeScene(scene, os.path.join(expr_dir, 'final_scene.json'),
               os.path.join(expr_dir, 'final_cloud.ply'))


if __name__ == "__main__":
    opt = DeformationOptions().parse()

    # reproducability
    torch.manual_seed(24)
    torch.backends.cudnn.deterministic = True
    torch.backends.cudnn.benchmark = False
    np.random.seed(24)

    # load scenes
    refScene = readScene(opt.ref, device=torch.device("cpu"))
    scene = readScene(opt.source, device=torch.device("cpu"))
    if opt.baseline:
        refScene.cloud.shading = scene.cloud.shading = "depth"

    scene.cloud.shading = refScene.cloud.shading
    scene.pointlightPositions = refScene.pointlightPositions
    scene.pointlightColors = refScene.pointlightColors
    scene.sunDirections = refScene.sunDirections
    scene.sunColors = refScene.sunColors
    scene.ambientLight = refScene.ambientLight

    trainShapeOnImage(scene,
                      refScene,
                      opt,
                      baseline=opt.baseline,